Fiona Fui‐hoon Nah
Biographic Data
| ID | 4157388 |
|---|---|
| NAME | Fiona Fui‐hoon Nah |
| GIVEN NAMES | Fiona Fui‐hoon |
| FAMILY NAME | Nah |
| SIGNATURE | NAH F F H |
| AFFILIATIONS | Singapore Management University |
| ORCID | 0000-0002-5505-7843 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1970 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults
The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by…
Uncovering the values of the metaverse for leisure use by individuals: A value-focused thinking approach
The metaverse is a computer-mediated environment where users take the form of digital avatars when participating in activities and interacting with one another. Given the popularity of the metaverse, especially among the younger population, we identified the values offered by the metaverse for leisure use by its users. Using the Value-Focused Thinking (VFT) approach, we identified these values in the form of fundamental and means objectives. The …
Generative AI adoption and solvers’ popularity on supply-driven crowdsourcing platforms: The dual role of price signals
Purpose We investigate the effect of solvers’ adoption of Generative AI (GenAI) on their popularity in a supply-driven crowdsourcing platform. We also examine the impact of price signals as well as their heterogeneous impact based on the solvers’ membership duration on the platform. Design/methodology/approach Our analysis focuses on solvers who adopt GenAI for design-related gigs on the supply-driven crowdsourcing platform. By combining propensi…
Generative AI and ChatGPT: Applications, challenges, and AI-human collaboration
Artificial intelligence (AI) has elicited much attention across disciplines and industries (Hyder et al., Citation2019). AI has been defined as “a system’s ability to correctly interpret external data, to learn from such data, and to use those learnings to achieve specific goals and tasks through flexible adaptation” (Kaplan & Haenlein, Citation2019, p. 15). AI has gone through several development stages and AI winters. In the first two decades (…
Men are from Mars and women are from Venus: Dyadic collaboration in the metaverse
Purpose The gender composition of teams remains an important yet complex element in unlocking the success of collaboration and performance in the metaverse. In this study, the authors examined the collaborations of same- and mixed-gender dyads to investigate how gender composition influences perceptions of the dyadic collaboration process and outcomes at both the individual and team levels in the metaverse. Design/methodology/approach Drawing on …
Unveiling the dark side in smartphone addiction: Mediation of Strain and Moderation of Hedonic Use on Well-Being
Purpose The research purpose is to investigate the mediating and moderating relationships between smartphone addiction and well-being (i.e. health-related quality of life). Design/methodology/approach A survey of 236 smartphone users was used to test the research model. Findings The structural equation modeling analysis results show that smartphone addiction negatively impacts well-being by draining a key personal resource, energy, thus creating …
Use of a classroom response system to enhance classroom interactivity
Classroom interactivity is a critical component of teaching and learning. This paper reports on the use of a classroom response system to enhance classroom interactivity in a systems analysis and design course. The success of the project was assessed using both quantitative and qualitative data. A pretest/posttest design was used to examine the effects of a classroom response system on interactivity. The results show that a classroom response sys…
Virtual World Affordances: Enhancing Brand Value
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in…
Unveiling the dark side in smartphone addiction: Mediation of Strain and Moderation of Hedonic Use on Well-Being
Purpose The research purpose is to investigate the mediating and moderating relationships between smartphone addiction and well-being (i.e. health-related quality of life). Design/methodology/approach A survey of 236 smartphone users was used to test the research model. Findings The structural equation modeling analysis results show that smartphone addiction negatively impacts well-being by draining a key personal resource, energy, thus creating …
Virtual World Affordances: Enhancing Brand Value
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in…
Use of a classroom response system to enhance classroom interactivity
Classroom interactivity is a critical component of teaching and learning. This paper reports on the use of a classroom response system to enhance classroom interactivity in a systems analysis and design course. The success of the project was assessed using both quantitative and qualitative data. A pretest/posttest design was used to examine the effects of a classroom response system on interactivity. The results show that a classroom response sys…
Unveiling the dark side in smartphone addiction: Mediation of Strain and Moderation of Hedonic Use on Well-Being
Purpose The research purpose is to investigate the mediating and moderating relationships between smartphone addiction and well-being (i.e. health-related quality of life). Design/methodology/approach A survey of 236 smartphone users was used to test the research model. Findings The structural equation modeling analysis results show that smartphone addiction negatively impacts well-being by draining a key personal resource, energy, thus creating …
Generative AI and ChatGPT: Applications, challenges, and AI-human collaboration
Artificial intelligence (AI) has elicited much attention across disciplines and industries (Hyder et al., Citation2019). AI has been defined as “a system’s ability to correctly interpret external data, to learn from such data, and to use those learnings to achieve specific goals and tasks through flexible adaptation” (Kaplan & Haenlein, Citation2019, p. 15). AI has gone through several development stages and AI winters. In the first two decades (…
Men are from Mars and women are from Venus: Dyadic collaboration in the metaverse
Purpose The gender composition of teams remains an important yet complex element in unlocking the success of collaboration and performance in the metaverse. In this study, the authors examined the collaborations of same- and mixed-gender dyads to investigate how gender composition influences perceptions of the dyadic collaboration process and outcomes at both the individual and team levels in the metaverse. Design/methodology/approach Drawing on …
Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults
The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by…
Uncovering the values of the metaverse for leisure use by individuals: A value-focused thinking approach
The metaverse is a computer-mediated environment where users take the form of digital avatars when participating in activities and interacting with one another. Given the popularity of the metaverse, especially among the younger population, we identified the values offered by the metaverse for leisure use by its users. Using the Value-Focused Thinking (VFT) approach, we identified these values in the form of fundamental and means objectives. The …
Generative AI adoption and solvers’ popularity on supply-driven crowdsourcing platforms: The dual role of price signals
Purpose We investigate the effect of solvers’ adoption of Generative AI (GenAI) on their popularity in a supply-driven crowdsourcing platform. We also examine the impact of price signals as well as their heterogeneous impact based on the solvers’ membership duration on the platform. Design/methodology/approach Our analysis focuses on solvers who adopt GenAI for design-related gigs on the supply-driven crowdsourcing platform. By combining propensi…
Computer Science (5 works) · Psychology (4 works) · Virtual Reality Applications and Impacts (4 works) · Metaverse (3 works) · Affordance (2 works) · Digital Marketing and Social Media (2 works) · Flow Experience in Various Fields (2 works) · Human–computer interaction (2 works) · Knowledge management (2 works) · Perception (2 works)